Cyril joined Jun 22, 2012

What can be said about me? I'm a french freelance-ey modder/programmer/modeller deeply fan of Ace Combat and other atmospheric games of the same vein. Most likely the first one to have ever modded Vector Thrust ( something I don't want to be proud of ), I'm trying to help as much as I can on every subject and end up being very polyvalent and multitasking.
Yes, I'm a furry, but have no interest in the fursuit / furry pride side, I want to stay in a safe zone that doesn't bother anybody.
I have no form of diploma of any kind, have had school phobia, which led me to a path of self-taught attitude. Though, I can still be prone to mistakes, which makes me rely on others for support. However, when I'm fired up, willing and ready to do something, it WILL be done.

As of 07/31/15, the official Incubator build of VT now has a change regarding missile behavior that very closely resembles that of this mod.
Since it is now officially in-game, rather than a mod, I invite everyone who supported this mod to switch to the Incubator build rather than keeping on using this.
You don't need this mod any longer, switch to Incubator! It's now changed officially in-game! MSSLs actually hit in the non-modded game now!

Please note that in no case I altered SP missile performance, only the "default weapon" stock missiles, the "MSSL". For SP weapons, nothing's been changed on purpose. As for MIRV... I think nobody's done it before... Maybe for a reason. I don't know.

No, I'm not sure this is what's happening. The problem is that so many people see VT as an AC succcessor, and expect their experience and play style to translate from AC to VT eaasily enough, except the missiles do not follow that pattern, but everything else does. It's frustrating to feel like you're playing ace combat and have fun and all, until you realize the missiles miss too easily because they work off of era-based realistic behavior. In AC, all planes from all time eras have MSSLs that behave the same way, and it's the craft's performances that are important; here with this mod, if you're using an old or new fighter, in both cases, the SAME situation will give the SAME results in terms of MSSL performances. Not different based off of the age of the missiles.

Due to designed parity between the player and the AI which is beyondd my control, yes. In battle scenario / multiplayer / skirmish, damage at at 1:1 scale in both ways, but in campaigns, it can be altered.

Normally, if you copypaste a plane's folder with the .ini alone in a matching architecture within the campaign folder, the game will use that .ini instead, removing the need to alter the originals in Objects/Aircraft/ . But last time I checked, only some informations are overwritten ( such as the [Data] and [Info] blocks ), and it sadly doesn't include weapons... Needs to be fixed...

Both models are in similar size; and I can guarantee you that they are to scale as well in the game itself. Put any craft next to the R-103 in the mission editor, and you'll see. I'm not trying to prove you wrong, it's just that only in the hangar, the camera is further away, it's not a scaling issue. Why this happens though, I have on clue :/.

I ported that thing and the problem remains the same even though the scaling issue is of a different "scale" entirely. I have absolutely no clue why this is happening and I was never able to get a correct answer from TS about that.

Whenever I wanted to test the thing out, I discovered that using an F-15, a Sukhoi or anything fast but noticeable had it lock-on to me pretty easily. In return, using an F-117 made it a breeze, so, no, it's playing fair against stealth fighters.

Something i've been wondering for quite some time, yet never asked clearly: It seems the GUI/HUD can now be recoloured, right?
Is it using presets such as cyan & purple, or are the HUD elements now recoloured using RGB values that we can change in the game's settings?